I was specifically referring to what Hannibal did at the Battle of Cannae, where he succeeded in encircling a larger army with his smaller one.I think that if you design large enough flanks, eventually using units with a good maneuver rate and adding some infantry, IF your center doesn't collapse too early "de facto" you are encircling your opponent (your Flanks do the trick) .
I don't know if a Flank attacking the frontline has some special bonus , anyway (they should have..)
I was specifically referring to what Hannibal did at the Battle of Cannae, where he succeeded in encircling a larger army with his smaller one.
Can Navy's next to armies help supply them? Like Xerxes I was depended on in his invasion of Greece?...
Could be done but could cause issues with the ai and be annoying to the player so it should probably only be done if the whole supply and attrition system is redesigned to be something like HOI4 instead of city based.I would add that a high atrittion should harm combat capacity of an army and even result in its scattering or retreat
I'm very happy to hear that some units are counters to others. The Romans used Velites and other light infantry very extensively against elephants given the Velites outmanuevered them, so I'm hopeful that elephant spam (or any other unit spam) won't be the meta.
That's an interesting point you made. It begs the questions: Will different unit types be needed to be recruited in order to best attack/defend the various types of units your opponent might have? Will the various unit types that are designed to counter other certain unit types render super stacks of a single unit type less effective and if so how much less effective will that super stack be?
It will definitely be interesting to see these various unit types in action.
First I’d like to refresh some things we have already gone through. Like in EU: Rome battles are fought in phases were a unit will attempt to damage the unit in front of it. If there is no unit immediately facing your unit it can try to damage a unit diagonally adjacent to it. The maneuver rating of each unit type determines how far away it can target a unit on the opposite side (for an overview of unit types see this former diary).
archers = {
army = yes
assault = yes
is_second_rank = yes
enable = yes
maneuver = 1
movement_speed = 2
build_cost = 2
build_time = 45
light_infantry = 2.0
heavy_infantry = 1.25
cavalry = 0.75
warelephant = 1.0
horse_archers = 1.0
archers = 1.0
}
The First Frontline will enter battle first, damaging the opposing side until its morale breaks or it suffers enough damage to be eliminated.
The Secondary Frontline will then begin to move forward to become the new front.
On the sides the units designated as Flank units will be deployed, these will first fight and kill the opposing flank, and then start targeting the center if they can (decided by their maneuver value as described above).
Well , this is matter of balancing. Archer (and slingers) were not the artillery of the ancient world, their use was primary to reduce the cohesion of the main force.Archers would target a unit 1 position diagonally if i'm understandig correctly. It seems low to me.
None in combat, i's just the speed of the stack (or better the speed of a unit type, the speed of the whole stack is the speed of the slowest unit )What's the meaning/consequences of the tag movement_speed
Is a build_cost = 2 expensive or cheap? What would be the range of costs?
Its damage vs some uni
At first it was intended as that wasnt it . Now its just ssnd ur archers in front to die. Cool.The game dont have a backrow like in EUIV. Archers just like all other units will fight in the same row.
Archers are not like EUIV artillery. They are like cavalry or infantry but in Imperator: Rome each unit have its own strength and weakness such as Archers are great against infantry but poor against cavalry. So the idea is to pick the units that counter the units of the enemy army.At first it was intended as that wasnt it . Now its just ssnd ur archers in front to die. Cool.
Ts seems wierd to me bc theres always scisors rock paper in army comparison. But archers have never been part of it since they role were to do initial casualitys to enemys not to use them as another unit on front lines. But i guess thats one way how to handle it. Just doesnt seem quite right. And sorry for apelling im doing this from phone.Archers are not like EUIV artillery. They are like cavalry or infantry but in Imperator: Rome each unit have its own strength and weakness such as Archers are great against infantry but poor against cavalry. So the idea is to pick the units that counter the units of the enemy army.
More often than not, archers were skirmishers that either dropped their bows and joined the frontlines as regular fighters once battle was joined, or took on the role of auxiliaries to either support the frontlines or shore up weak points once battle was joined. They weren't exclusively archers.Tha
Ts seems wierd to me bc theres always scisors rock paper in army comparison. But archers have never been part of it since they role were to do initial casualitys to enemys not to use them as another unit on front lines. But i guess thats one way how to handle it. Just doesnt seem quite right. And sorry for apelling im doing this from phone.
...Now its just ssnd ur archers in front to die. Cool.